For the curious, here is a rundown of issues found on Radical.
All are fixed!
- RADICAL progress is never lost.
With a ball locked and some RADICAL progress, this progress is lost if the ball is nailed from the lock by opponents or tilt. Relocking basically resets the build-up to multiball.
- No multiball false start.
Two balls in lock trough, when the one was supposed to be ejected, will always start multiball.
- No incorrect end-of-ball, when draining down to one ball-in-play.
Two balls ejected to playfield, when the one was supposted to stay in the lock, will go to end-of-ball when draining down to one ball-in-play.
- A bug where Bust-a-move ramp shots would not register on fast combos, fixed.
Juiced up right spinner will drain system resources.
- A bug where Tail slide ramp shots would not always divert the ball, fixed.
Part 1:
On Skate-or-die lit at start-of-ball, this is ignored on ball launch. So so wrong.
And even worse. The ramp logic stays like this into game play.
Until some unknown condition, where the game will accept Skate-or-die on ramp made.
Part 2:
Buggy diverter control can release the diverter too quickly. Before the ball would reach to it.
This also explains the false registering as a Bust-a-move ramp made, when the timing of events are divert->release->ramp made.
- Buggy X ramp diverter control with multiple up/down/up cycles on open, fixed.
This is related to the one above. May occure when the ramp enter roll under switch is closed several times per shot on the gate jiggling.
- Better postpond ball search handling when balls are held by the game.
When balls eject at multiball start, you only have about two seconds till ball search kicks in. Very dangerous for the controlled type players, because of...
- A bug where Mega-million would go to last chance (timing out) on ball search, fixed.
Yep. Too bad.
- A bug where the lower drop targets would stay down with no Spot letter option, fixed.
Lock a ball without making any lower drops. On new ball-in-play make all of the lower drops and wait for the Million to time out.
They will stay down till the ball walks an inlane. No Spot letter.
- A buggy light show procedure related to the lower drop target bank, removed.
Check out the flicker of the radicAL and Letter value indicators.
- Tail slider start level is harmonised at level 2 for all players.
Tail slider starts on level 3 (third ramp shot is diverted to left and mode ends) for player 1. For players 2, 3 and 4 it is level 1.
- A bug where Tail slider mode would carry half baked to next player, fixed.
The remaining tail sliders till mode ends, current run, is inherited from previous player.
- Tail slider exceeding level 15 no longer freeze the ball in the lock.
Completing level 15 constitutes a memory overwrite that can freeze the ball in the lock.
- Messy logic regarding RADICAL progress and RADICAL shots indicators are cleaned up.
RADICAL progress indicators chase light is awkward.
Shot indicators would occationally stay off after lock made.
- A bug where on tilt, the game would not shut down lights and music, fixed.
Make the bob tap against the ring. And then hold against the ring. The nudge tilt and the lift tilt procedures trip each other.